Until now I've built towers of modules which were rather ugly but efficient. I had to use upper feed to keep everything reachable and clean and every module set up the same so I could choose any recipe and connect inputs and outputs to my limBUS(tm). I'd loved to feed from below but I didn't have a single meter to spare in height. (Yes, very special location...) In a furure build I'd fully utilise feeding from below. ;-)
To warm up manifolds I just run them for a few minutes with the output disconnected. Once the output buffer fills up you can belt it out and the whole thing will run smooth and efficient from then on.
Excellent notion. I’m new to this game, but my first impression is that there should be gates and switches in his game for these situations. Does it get annoying later in game to constantly make these little changes?
@@ericmaher4756 no, because they are not really important to the actual game play. Get stuff on belts and move on to the next thing. Perfection in efficiency, manifolds and balancing is only for personal emotions, does not really affect the game goals so just relax a little and only worry about it if you want to.
Output buffers filling up doesn’t solve the problem at all, (1) at best it still warms up slower than if you just left it running, and (2) the belt speed will still constrain the warm up so in many cases it won’t even make a difference in speed versus the machines
After making my starter factory, where I thought "I'll be lazy and just plop the manifolds on the floor", I learned the lesson and am making my next factory (A small one for AI Limiters) using logistics under the floor. I'm not finished yet but I'm sure it'll be so much cleaner. I also got the idea of using glass between manifacturing areas and walking areas, so it's fun to see that here as well.
Feeding from underneath is amazing. You can have any kind of spaghetti down there and just cover it up lol. (whatever works) I'm at the point now where I've started paying attention to the aesthetics (first playthrough, ~90 hours in) but I've realized that it's so much more than just making a pretty factory. Keeping things clean and organized helps you find things quicker too, and it makes me happier when I visit each location. I've taken feeding from below one step further and I'm now also doing storage buffers below, if there is room. Basically, why have a big storage box spoiling the view if you can build it into the foundation and just have an exiting conveyor or lift? Obviously not for storage where you need to access full stacks of items manually, but great when the train stops accepting items because it's un/loading, for example.
You also have a lot less spaghetti in the first place if your logistics are on a separate level, because you don't have big honking machines in the way of your neat and tidy conveyor lines. My usual rule is to run a conveyor line on the ceiling below either end of the machine, so that a conveyor lift has just enough room to pull items out of a splitter and insert them into the machine. You can then run more conveyors below that if needed. This works all the way up to a 3-ingredient manufacturer if your logistics floor is 8m tall, but a 4-ingredient manufacturer requires either a second parallel line or a taller logistics floor.
I was putting belts on the same floor as machines until I watched Scalti. I fell in love with using separate layers for all the logistics and since then, I use that style for everything. Conveyor lifts make it even more powerful and clean.
I used a sushi belt system to feed 144 manufacturers making Crystal Oscillators. Also required a bunch of 7 way splitters. Took a while to set up but runs really nicely. I think people often underestimate the usefulness of balancing, especially when dealing with late game products, that are not easy to produce at rates that can saturate even a mark 1 belt.
Agreed. I am not a believer of one system above the others. Manifolds, even balancing and sushi belts all have their advantage that simply need to be used in their best situation. I generally use manifold for entry level factories, balance evenly resources on more complexe factories and use smart splitters on a single belt on items that will never fully feed a belt and save space by using a single belt versus four or more.
Do you use any kind of loop back or overflow prevention, or just rely on having the math right? I always use a loop back and anti lockup overflow sink myself.
one thing I don't see is late/mid game balancer/manifolds using smart or programmable splitters, these parts can drastically cut down the amount of belting you need to carry out, especially for multiple assemblers, manufacturers or blenders.
When I started making it my policy to feed fluids in from above, initially I ended up with an ugly mess. Finally found that placing vertically oriented junctions above each input on a temporary wall at the max height of a pipe support looks great. The pipe ends up running right above the floor holes for the conveyor inputs when you get the positioning right (using the trick of replacing a road barrier with a wall makes that part easier). For blenders, it's possible to have one pipe manifold right over the floor holes and the other at the same height farther out from the blender. Vertical to horizontal pipes connect neatly from both pipes.
I love soft clearance because it lets me make the spaghetti worse by clipping belts through each other, but also lets me keep it hidden under the floor
For manufactures I use a 780 belt with Smart Splitters and a sink at the end. That way, if not perfectly balanced, production will never get backed up. It is just much cleaner with 1 belt IMO.
Look at this guy, with his 6th gen threadripper, his RTX 6900, and his 420GB of RAM. Adding frames, and barriers, and pillars on all his conveyors. Faaaaancyy. (Snickering) Looks great bud! Love the difference styles presented!
Sometimes for my factories I do different rooms for steps of the process with a sort of hallway system connecting them. For the liquids I have them come up through the floor, for the solids, once they come in for the first time (also through the floor) I then run them up to a neat conveyor bus along the ceiling, using conveyor wall holes to get them out of the room and running them on the ceiling of the hallway to their next destination. I also use a lot of windows between the hallways and the little rooms and I think it looks really nice! I recommend trying it at some point
one thing that helps reduce manifold saturation time is to (as close as you can workout bottlenecking) match the belt throughput to the machine intake. this is especially useful if you have a lot of machines to feed off A high throughput manifold. also, i might do a little light overclocking if i want to match up speeds and feeds a little tidier, though rarely I'll use more than one power shard for this
Thank you for the frame-pillar trick, I've been wondering about that for a while. (I know you showed off the technique in an older video once but I couldn't remember which one and didn't have the mental or temporal bandwidth to go digging for it.) I like the idea of the 'sushi belt' for reducing the amount of vertical levels needed for solid inputs but yeah, either your math has to be precise or you need an "overflow" exit on EACH ONE of those Smarties and hooboy, now you're messy again. Still: Great video once again!
I use the manifold system quite frequently, especially coal generators. I preload all of them so they all have the maximum items they can take so there's no "ramping" up as they wait to fully load. This works well for constructors as well as any of the other machines.
I was excited when the floor holes were first announced but I ended up preferring the old look with walkways over visible gaps in foundations. I do like the look of floor holes when you can get a little clearance from the floor, but directly from machine to the floor doesn't look as pleasant to me.
I have played this game a lot. Where we have come from (spaghetti) to this is amazing. We can do some much in the game now. It is great. Thanks for the explanation, especially with the Blender machine and the headlift. Very important to know and well done for pointing it out. It gives the factory a more industrial look in my opinion.
I quite like the idea of having the belts feeding from below and the pipes feeding from above. I should really be building my factories with a mezzanine so I can actually use these techniques. I think I'm going to revisit some of my factory designs now that I've watched this :D
Everyone. And I mean everyone should download the modular splitter mod. It's unlocked after regular spitters and mergers, before smart splitters and mergers, and is appropriately priced using modular frames and other mid game items to build them. It's a great way to save space, and avoid the annoying process of extra belt work for larger factories. It's also really nice in my opinion because it doesn't eliminate the utility of regular and smart spitters and mergers. Each logic device still has its place
Goodness this looks so clean! I'm pretty new to the game, on my first save and on tier 3 I think? Just got coal power set up. I look forward to eventually redoing my base again (first time was because I learned about foundations)
started playing again recently and i was trying to come up with good ways of handling logistics, without any other influence i came up with logistics floors (although i called them routing floors), and it's only now after watching this video that i wasn't the first one to come up with it. Still a pretty good way of doing things in my opinion
When feeding fluids up through a floor, my understanding is that all you have to to do ensure full flow is to raise the pipe up above the destination machine inputs, and then even though the pipe dips down below them, the head lift height remains the same and it should easily rise back up into the machines. I have yet to experience any problems with this method, though to be fair I'm pretty new to Satisfactory fluids. (I've placed it a bit higher than your fluid buffer sitting on the same foundation level as the receiving machines, though.) For manifolding a manufacturer, doing it under the floor seems to have an advantage in that you can split half of the manifold on either side, one half under the machine and the other half away from the machine (via C-shaped and S-shaped lifts respectively), which reduces the amount of vertical space from that required for a stack of 4 splitters to just enough for 2 splitters (and stacked belts) on each part. A bit like you showed for the two pipes underneath the blenders, just with conveyors. Doing it above seems to work well enough with an assembler, but I'm not sure the manufacturer has enough room to hang the splitters over the machine without clipping...
I like to use 2 meter foundations for assemblers, just create a central channel feeding 2 perpendicular rows with a floor above, it's nice to walk inline with the machines height
I prefer a version of the manifold but I use smart splitters to fully fill each machine in turn. On the output I will put a smart splitter followed by a container to store a buffer, and then redirect or sink any overflow to keep as much machine up time as I can.
For my next build (when 6 goes live...although I might just do it on experimental since it sounds like it might be a long time coming), I'm planning on doing a lot more sushi belts, but having the smart splitter throw any overload down the line, and then dump it into an awesome sink. Great post!
With Sushi Belts simply setting the last smart splitter to have overflow route to a Sink means you don't have to perfectly balance everything. Additionally they work well with all 3 of the multi-belt buildings. Finally with manifold feeding you can use smart splitters where the output to the next building is set to overflow to speed up how quickly each building fills.
May be answered elsewhere, but should be a simple question: What is your recommended height (in splitters) for a logistics floor? Is there a standard, or do you vary it based on the factory? Like a factory of Assemblers might need 2-3 splitters in height, but a Manufacturer one might need 4-5?
If the only problem you have with manifolds is that they take slightly longer to warm up does not sound like any bit of a issue to me. The real problem with manifolds are when you create very long chain of manifold thats when the systems running the furthest from the material source output will not get enough materials so it creates the problem of splitting off lines to accommodate. As far as 6:30 that is also my prefered way of setting up my machines now its clean looks good especially from above and you can make a spaghetti mess underneath where no one can see it lol. Edited for spelling.
I guess I'm missing something with doing Mainfolds for liquids. Whenever I try that same thing, the last few machines never seem to get enough liquid. Guess I'll take a look at your fluid guide.
9:00 those bottle caps clipping kindda hurt my brain, i have no problem with clipp9ing normally, but seeing that little tiny thing in and otherwise perfect factory, it just sticks out so much.
I try to go for different styles in different factories, to experiment and to have some variance. I'm making separate factories for almost all materials, though. With one exception, Quartz. Silica and Quartz Crystals take 22.5 and 37.5 Raw Quartz respectively... Since that adds up to 60, I make a manifold that splits into 4 sets of 60 and then splits into two constructors.
Personally I don't like the staggered splitters in the manifolds much . Instead, I stack them on top of each other, which is also easier to set up: one feeds directly into a conveyor lift, the others into short 90° bent belts that go into conveyor lifts with a 90° twist. For assemblers, when I have the splitters directly on the floor (i.e. not using lifts), the stacked splitters stand lined up with one of the assembler inputs. The upper splitter feeds into that input via a short belt ramp, while the lower splitter feeds the other input via a short belt with two 90° bends.
Huh! Ya know what ya say about great minds! Hehehe I've been making manifolds on the floor below along with a sandwich layer to really clean things up. It's how I can easily get 20 manufacturers in a 12x12 foundation space.
@@TotalXclipse Yep!! I had a similar idea for the belt work, except (the Manufacturers again!) I let the machines input splitters hang down in a uniform diagonal pattern. Still looks quite interesting 😁
I have played 200 hours of this game and have never even considered making anything other than a spaghetti nightmare. I really need to start trying a lot harder!
I still struggle a lot in satisfactory with (un)loading trains. In Factorio it's pretty "easy" to design a max efficient way to load trains without any bottlenecks or slow downs, but in satisfactory due to the lack of good (simple and not taking a square mile of space) throughput unlimited load balancers, it is often the stain on a otherwise perfectly balanced factory (e.g.: my aluminium factory, which processes alle the bauxite from the map). So... if you're ever bored, that would be an interesting topic.
I can't handle having belts directly above mergers/etc. - the fact that the bottom of the belt clips through the top of the merger and the top of the merger can be seen clipping through the belt stresses me out. I wish that Coffee Stain would re-design the machines to fit belts on top (or even just to make the machines themselves more stackable).
my method is to stack multiple splitters and then delete the intermediate ones. the belts then don't clip through the machines. It's more vertical height but it looks ok. I do prefer loading from below now with the latest updates though.
i use a giant bus system and everything comes from the bus above, and goes back to the bus. do you have any videos on how you make videos? i would love to make a video of my build. i think my bus system is the best way to feed a large factory ( i am a structural designer for a nation wide engineering firm in the US in rl). what programs, and other tools do you use?
What i started doing is using smart splitters to create what i call a forced inverse saturation manifold. Basically what I do is the opposite of the standard manifold that saturates the first machine with 50% of incoming material with each successive machine only getting half of what the one before it does. Instead, i use smart splitters to treat the machines as overflow outlets. This causes the machine at the far end to take everything that comes to it until its saturated. At this point the next machine before it starts getting saturated with only a small portion being able to make it all the way to the end as space opens there. I found that this set up causes manifold saturation to occur very quickly.
It should be exactly the same. Your method seems very slightly faster in that the instant one machine backs up it will start filling the previous one -- you don't have to wait for the travel time of the main belt between machines. But this is countered exactly by having to wait for that same travel time before the first machine (at the end) starts filling. So in the end you're just using more expensive splitters than you actually need to, and just moving when the delays happen without affecting the total time.
@@Mirality I mainly did that setup as an experiment but in a way you’re right. The key to get a manifold to warm up at the rate that it should is to have the belts feeding a machine to be just as fast as they need to be an no faster while the main belt is the fastest one you got. Even if smart splitters are used if the main belt is getting 4x as much as what a 60 ppm belt will take it’s only going to put 1 on that mk 1 belt per second while the other 3 go elsewhere. Be it another machine or continuing down the main branch.
Well, that's helpful to spread out the initial items a bit more, but it doesn't really matter in the end unless your entry belt is way longer than it normally is for a manifold. It's easier to just use the same belts everywhere, if you can afford it. Because Mk3 belts are relatively cheap, I tend to just use them for everything unless I specifically need something faster (e.g. transporting wire), or want to unevenly split a belt for some reason.
@@Mirality easier yes, though not quite as efficient in scenarios where you got say an array of machines that can process 270 ppm, a belt that can feed at 270 ppm and product being produced upstream at 270 ppm but then in those cases you’ll likely use a load balancer anyway. Or a manifold that uses slower belts fed by a faster one to even things out. After all, no one ever said that you’re machines need to be saturated to run at 100%. It’s enough that each machine gets material as fast as it spits product out. Taking into account, of course, when something needs say three of something to make one if something else. Like the 3:1 ratio for refining caterium.
@@thesageofgames1871 "The key to get a manifold to warm up... is to have the belts feeding a machine to be just as fast as they need" this is actually incorrect. While the ideal situation is one where each (machine) input belt carries just as much as needed, the second best is one where the machines are filled ONE AT A TIME (so fastest belts aviable, with smart splitters sending overflow down/up the line only after the machine is full). If you think about it in another way: to reach max efficiency a manifold needs to put X stacks of items in X machines; each machine taking items can consume some, increasing the "fill time"; so the least machines are on during the "fill time", the least items needed to fill the X machines with full stacks of items.
In my (now infamous) "Compact Compacted Coal Generator" power plant, I was forced by the (questionable) constraint to fit the Assemblers in the vertical space between the Coal Generator and the bottom of the narrow part of the smoke stack. Since repeatability (somewhat) and compact layout are constraints, there is not much space between double rows of generators, so the only way the Assemblers fit is lengthwise, end to end. Inputs on vertical stack on one side, outputs on the other side. What's not repeatable is getting all that Compacted Coal from 33 Assemblers @ 99% into 56 Coal Generators at 250%. Still trying to think of a better way to clean that up. Maybe separate Assembler Output manifold from Coal Generator input manifold. I needed power badly, so haphazardly interleaved output manifold with individual splitters to each CG input. Not repeatable. Needs parmesan and bolonase.
nice tips. i havent tried it yet but i was thinking if you had fast enough belts, couldnt you input multiple items from one belt using smart splitters? im fairly new but i just got mk3 belts and im thinking of doing that for parts of my steel factory when i redo it.
@@TotalXclipse I think I wanna combine a above head manifold with the frames and beams around the belts see how that looks, maybe some LEDs to give it some colour..
so, I'm gonna suggest a vid I don't need but I think you would get some useful views from. I would like to see a vid on setting up smart splitters (before programmable, but maybe another vid) to allow flow control. But expanded on, so not just feeding extra items to a sink, but also maybe something creative or fancy. I have a layout that makes Steel Bars and sinks Black Powder. Once a container is full, I work on Steel Pipes. Lastly, I stop sinking Black Powder and make Nobelisks. I use 1 item/slot (screw, plate, etc) to limit containers emptiness. If all are full, I sink the extra Nobelisks. (early game) (I do plan to not sinking Black Powder and use all Coal for Bars/Pipes first, when I upgrade it to a vertical building)
Thank you for all the great ideas yet again. One question. Does all the glass not reduce FPS or cause any occlusion issues? I know with other games the more glass the more lag/slower performance.
Glass reflections in this game represented by one same texture, only performance drop will be from overlay texture calculation (blending with alpha channel)
The one caveat I'd give to a manifold is when loading up coal power plants. If you're pushing both your coal and your water to it's limit (e.g. 8 plants, 120 coal and 3 extractors), it helps to be a bit more particular, making sure water is backed up into the plants, before bringing in the coal. But while you do that, also be storing up some stacks of coal to load by hand into the plants, after connecting the belts. The extra care just ensures nothing momentarily has issues due to transport latencies... either that or I'm an idiot and can't figure out coal plants after having played for 3 years 🤣🤣🤣
The only thing that has worked for me, is usually I can load 1 and let the system run itself, i.e. don't connect it to the rest, and wait for the others to load up their own coal and get ahead. But loading them all by hand at first is definitely the easier way to go. :D
I noticed this too! I am listening on my speakers and I have to turn down my subwoofer volume because so much plays through it. I am glad it isn't just me.
You builds look amazing and some people would most definitely use them and/or advice you are giving in these videos. However I personally think anyone that does that really makes the game less fun for themselves. In my opinion watching your lines build up, troubleshooting, tweaking, adding this new smart splitter you just researched to increase the productivity of certain machine is what makes this game great. Hiding your spaghetti lines under out of sight on your first playthrough - definitely not. Once you are more experienced or planning to do show factory - yeah, I don't see why not. I urge you all please don't follow any of these "perfect starter factory guides" to full extent. Watch it, learn a trick or two but try different things by yourself in this great game. Step by step. Learn on your own mistakes.
great video but for my personal opinion the music was a bit anoying, perhaps to loud or distracting, but i seem to be the only one complaining so it might just be my problem.
Unfortunately this will also kill your FPS, because 1 such conveyor will have way too many elements, especially if it's going to be a big factory or a megabase.
@@TotalXclipse All of them really. Even if you have a powerful pc, game can still lag simply due to game's engine limitations. Not sure how good Satisfactory's optimization is, but i have definitely seen your frames drop on your videos. It's not an eye sore and not an issue to me, a viewer, but it's just something i noticed. By the way, are comments getting deleted or am i shadowbanned? I see 30k views but only ~77 comments.
@@Mark-zi6nt All of them? some of them are just hidden beneath foundations, which is what your factory should be on anyway :D No you're not being shadow banned, most of my videos average between 50 and a couple of hundred comments.
why do you want to hide the logistics but show the assembler. all i want to see is resources on belts and maybe the green lights on top of of working assemblers, but not necessarily the full assembler itself.
His ideas are ok I guess, but the real answer for 99% of the player base is just massive spaghetti everywhere to the point even you no longer know what's going where
this looks complicated as hell. why cant things just be more simpler. Im a new player and I'm already thinking about bailing out because I am overwhelmed by the amount of Costco looking build guides everyone has on youtube :/
This is a more advanced video on artistic ways to load, you by no means have to do it like this, not sure what you mean by Costco looking guides though?
Do you load your factory inputs as plainly as possible or do you add decoration?
personally I use the, "no planning at all" style, where I waste an hour setting up a bad sorting system and have to delete everything
SPAGJETTI
@@thecrazypain9978 :D I do the same most of the time haha
i do not decorations on belts
Until now I've built towers of modules which were rather ugly but efficient. I had to use upper feed to keep everything reachable and clean and every module set up the same so I could choose any recipe and connect inputs and outputs to my limBUS(tm).
I'd loved to feed from below but I didn't have a single meter to spare in height. (Yes, very special location...)
In a furure build I'd fully utilise feeding from below. ;-)
To warm up manifolds I just run them for a few minutes with the output disconnected. Once the output buffer fills up you can belt it out and the whole thing will run smooth and efficient from then on.
Excellent notion. I’m new to this game, but my first impression is that there should be gates and switches in his game for these situations. Does it get annoying later in game to constantly make these little changes?
@@ericmaher4756 no, because they are not really important to the actual game play. Get stuff on belts and move on to the next thing.
Perfection in efficiency, manifolds and balancing is only for personal emotions, does not really affect the game goals so just relax a little and only worry about it if you want to.
I like to overclock miners until everything is filled then go back down to the regular speed
I hand fill stuff for the first time
Output buffers filling up doesn’t solve the problem at all, (1) at best it still warms up slower than if you just left it running, and (2) the belt speed will still constrain the warm up so in many cases it won’t even make a difference in speed versus the machines
After making my starter factory, where I thought "I'll be lazy and just plop the manifolds on the floor", I learned the lesson and am making my next factory (A small one for AI Limiters) using logistics under the floor. I'm not finished yet but I'm sure it'll be so much cleaner. I also got the idea of using glass between manifacturing areas and walking areas, so it's fun to see that here as well.
Feeding from underneath is amazing. You can have any kind of spaghetti down there and just cover it up lol. (whatever works) I'm at the point now where I've started paying attention to the aesthetics (first playthrough, ~90 hours in) but I've realized that it's so much more than just making a pretty factory. Keeping things clean and organized helps you find things quicker too, and it makes me happier when I visit each location. I've taken feeding from below one step further and I'm now also doing storage buffers below, if there is room. Basically, why have a big storage box spoiling the view if you can build it into the foundation and just have an exiting conveyor or lift? Obviously not for storage where you need to access full stacks of items manually, but great when the train stops accepting items because it's un/loading, for example.
Keeping stuff organized makes it easier to modify the factory as well.
You also have a lot less spaghetti in the first place if your logistics are on a separate level, because you don't have big honking machines in the way of your neat and tidy conveyor lines. My usual rule is to run a conveyor line on the ceiling below either end of the machine, so that a conveyor lift has just enough room to pull items out of a splitter and insert them into the machine. You can then run more conveyors below that if needed. This works all the way up to a 3-ingredient manufacturer if your logistics floor is 8m tall, but a 4-ingredient manufacturer requires either a second parallel line or a taller logistics floor.
I was putting belts on the same floor as machines until I watched Scalti. I fell in love with using separate layers for all the logistics and since then, I use that style for everything. Conveyor lifts make it even more powerful and clean.
I used a sushi belt system to feed 144 manufacturers making Crystal Oscillators. Also required a bunch of 7 way splitters. Took a while to set up but runs really nicely. I think people often underestimate the usefulness of balancing, especially when dealing with late game products, that are not easy to produce at rates that can saturate even a mark 1 belt.
Agreed. I am not a believer of one system above the others. Manifolds, even balancing and sushi belts all have their advantage that simply need to be used in their best situation. I generally use manifold for entry level factories, balance evenly resources on more complexe factories and use smart splitters on a single belt on items that will never fully feed a belt and save space by using a single belt versus four or more.
Do you use any kind of loop back or overflow prevention, or just rely on having the math right? I always use a loop back and anti lockup overflow sink myself.
one thing I don't see is late/mid game balancer/manifolds using smart or programmable splitters, these parts can drastically cut down the amount of belting you need to carry out, especially for multiple assemblers, manufacturers or blenders.
When I started making it my policy to feed fluids in from above, initially I ended up with an ugly mess. Finally found that placing vertically oriented junctions above each input on a temporary wall at the max height of a pipe support looks great. The pipe ends up running right above the floor holes for the conveyor inputs when you get the positioning right (using the trick of replacing a road barrier with a wall makes that part easier). For blenders, it's possible to have one pipe manifold right over the floor holes and the other at the same height farther out from the blender. Vertical to horizontal pipes connect neatly from both pipes.
I love soft clearance because it lets me make the spaghetti worse by clipping belts through each other, but also lets me keep it hidden under the floor
For manufactures I use a 780 belt with Smart Splitters and a sink at the end. That way, if not perfectly balanced, production will never get backed up. It is just much cleaner with 1 belt IMO.
Look at this guy, with his 6th gen threadripper, his RTX 6900, and his 420GB of RAM.
Adding frames, and barriers, and pillars on all his conveyors.
Faaaaancyy.
(Snickering)
Looks great bud!
Love the difference styles presented!
Sometimes for my factories I do different rooms for steps of the process with a sort of hallway system connecting them.
For the liquids I have them come up through the floor, for the solids, once they come in for the first time (also through the floor) I then run them up to a neat conveyor bus along the ceiling, using conveyor wall holes to get them out of the room and running them on the ceiling of the hallway to their next destination.
I also use a lot of windows between the hallways and the little rooms and I think it looks really nice! I recommend trying it at some point
one thing that helps reduce manifold saturation time is to (as close as you can workout bottlenecking) match the belt throughput to the machine intake. this is especially useful if you have a lot of machines to feed off A high throughput manifold.
also, i might do a little light overclocking if i want to match up speeds and feeds a little tidier, though rarely I'll use more than one power shard for this
Thank you for the frame-pillar trick, I've been wondering about that for a while. (I know you showed off the technique in an older video once but I couldn't remember which one and didn't have the mental or temporal bandwidth to go digging for it.) I like the idea of the 'sushi belt' for reducing the amount of vertical levels needed for solid inputs but yeah, either your math has to be precise or you need an "overflow" exit on EACH ONE of those Smarties and hooboy, now you're messy again. Still: Great video once again!
One overflow at the end of the minifold should suffice.
I use the manifold system quite frequently, especially coal generators. I preload all of them so they all have the maximum items they can take so there's no "ramping" up as they wait to fully load. This works well for constructors as well as any of the other machines.
I just started (~6hrs) and this was super enlightening. I was running spaghetti all over the place.
I was excited when the floor holes were first announced but I ended up preferring the old look with walkways over visible gaps in foundations. I do like the look of floor holes when you can get a little clearance from the floor, but directly from machine to the floor doesn't look as pleasant to me.
yeah i kinda like seeing some of the beltwork. thats also why i dont hide the belts on a lower floor
I like showing some beltwork, but that's why I use glass foundations to see them running beneath the floor :) (if It's clean)
I have played this game a lot. Where we have come from (spaghetti) to this is amazing. We can do some much in the game now. It is great.
Thanks for the explanation, especially with the Blender machine and the headlift. Very important to know and well done for pointing it out. It gives the factory a more industrial look in my opinion.
Yeh, I've rarely used buffers but I so love the industrial look it gives!
@@TotalXclipse I sometimes put the buffer on a big pillar support to get an extra 4m of head lift.
I quite like the idea of having the belts feeding from below and the pipes feeding from above. I should really be building my factories with a mezzanine so I can actually use these techniques. I think I'm going to revisit some of my factory designs now that I've watched this :D
Everyone. And I mean everyone should download the modular splitter mod. It's unlocked after regular spitters and mergers, before smart splitters and mergers, and is appropriately priced using modular frames and other mid game items to build them. It's a great way to save space, and avoid the annoying process of extra belt work for larger factories. It's also really nice in my opinion because it doesn't eliminate the utility of regular and smart spitters and mergers. Each logic device still has its place
Goodness this looks so clean! I'm pretty new to the game, on my first save and on tier 3 I think? Just got coal power set up. I look forward to eventually redoing my base again (first time was because I learned about foundations)
Above or Below logistic levels are a great idea and I think I'll be using this in my next build.
started playing again recently and i was trying to come up with good ways of handling logistics, without any other influence i came up with logistics floors (although i called them routing floors), and it's only now after watching this video that i wasn't the first one to come up with it. Still a pretty good way of doing things in my opinion
I mix it up Spaghetti mess and planned/neat. I find it a mood thing.
When feeding fluids up through a floor, my understanding is that all you have to to do ensure full flow is to raise the pipe up above the destination machine inputs, and then even though the pipe dips down below them, the head lift height remains the same and it should easily rise back up into the machines. I have yet to experience any problems with this method, though to be fair I'm pretty new to Satisfactory fluids. (I've placed it a bit higher than your fluid buffer sitting on the same foundation level as the receiving machines, though.)
For manifolding a manufacturer, doing it under the floor seems to have an advantage in that you can split half of the manifold on either side, one half under the machine and the other half away from the machine (via C-shaped and S-shaped lifts respectively), which reduces the amount of vertical space from that required for a stack of 4 splitters to just enough for 2 splitters (and stacked belts) on each part. A bit like you showed for the two pipes underneath the blenders, just with conveyors. Doing it above seems to work well enough with an assembler, but I'm not sure the manufacturer has enough room to hang the splitters over the machine without clipping...
I like to use 2 meter foundations for assemblers, just create a central channel feeding 2 perpendicular rows with a floor above, it's nice to walk inline with the machines height
Sounds really cool, do you use any other cool feeding ideas?
I prefer a version of the manifold but I use smart splitters to fully fill each machine in turn. On the output I will put a smart splitter followed by a container to store a buffer, and then redirect or sink any overflow to keep as much machine up time as I can.
For my next build (when 6 goes live...although I might just do it on experimental since it sounds like it might be a long time coming), I'm planning on doing a lot more sushi belts, but having the smart splitter throw any overload down the line, and then dump it into an awesome sink. Great post!
3:00 the most cursed satisfactoy hotbar ive ever seen xD
With Sushi Belts simply setting the last smart splitter to have overflow route to a Sink means you don't have to perfectly balance everything.
Additionally they work well with all 3 of the multi-belt buildings.
Finally with manifold feeding you can use smart splitters where the output to the next building is set to overflow to speed up how quickly each building fills.
When/If they add copy and paste functions to Smart Splitters, I'll try this :D
@@TotalXclipse Copy/Paste would be a godsend for them agreed. But Smart Splitter best splitter.
@@sunname6252 I vote programmable splitters for best splitters. Because sushi load-balancing.
May be answered elsewhere, but should be a simple question: What is your recommended height (in splitters) for a logistics floor? Is there a standard, or do you vary it based on the factory? Like a factory of Assemblers might need 2-3 splitters in height, but a Manufacturer one might need 4-5?
I think he mentioned something about 8 meters in an other video some time ago
If the only problem you have with manifolds is that they take slightly longer to warm up does not sound like any bit of a issue to me. The real problem with manifolds are when you create very long chain of manifold thats when the systems running the furthest from the material source output will not get enough materials so it creates the problem of splitting off lines to accommodate. As far as 6:30 that is also my prefered way of setting up my machines now its clean looks good especially from above and you can make a spaghetti mess underneath where no one can see it lol.
Edited for spelling.
I prefer what you call service levels. Keeps the belts hidden away. I still seem to manage to get a mess at the moment but I'm still learning.
2:45 i would actually extend the top belt a bit longer to the underground port because i like to see those products rolling in belts.
Thanks Total, helps a lot
You've missed "pass through" setup, where constructors placed one behind another and each of resource lines splits before corresponding input
I guess I'm missing something with doing Mainfolds for liquids. Whenever I try that same thing, the last few machines never seem to get enough liquid. Guess I'll take a look at your fluid guide.
Fluids are never easy to work with tbh. Try to not run pipes at their max capacity and split your supply/product into multiple manifolds
9:00 those bottle caps clipping kindda hurt my brain, i have no problem with clipp9ing normally, but seeing that little tiny thing in and otherwise perfect factory, it just sticks out so much.
I try to go for different styles in different factories, to experiment and to have some variance. I'm making separate factories for almost all materials, though.
With one exception, Quartz. Silica and Quartz Crystals take 22.5 and 37.5 Raw Quartz respectively... Since that adds up to 60, I make a manifold that splits into 4 sets of 60 and then splits into two constructors.
Personally I don't like the staggered splitters in the manifolds much . Instead, I stack them on top of each other, which is also easier to set up: one feeds directly into a conveyor lift, the others into short 90° bent belts that go into conveyor lifts with a 90° twist.
For assemblers, when I have the splitters directly on the floor (i.e. not using lifts), the stacked splitters stand lined up with one of the assembler inputs. The upper splitter feeds into that input via a short belt ramp, while the lower splitter feeds the other input via a short belt with two 90° bends.
Huh! Ya know what ya say about great minds! Hehehe
I've been making manifolds on the floor below along with a sandwich layer to really clean things up. It's how I can easily get 20 manufacturers in a 12x12 foundation space.
Do they think alike? :D
@@TotalXclipse Yep!! I had a similar idea for the belt work, except (the Manufacturers again!) I let the machines input splitters hang down in a uniform diagonal pattern. Still looks quite interesting 😁
I have played 200 hours of this game and have never even considered making anything other than a spaghetti nightmare. I really need to start trying a lot harder!
I still struggle a lot in satisfactory with (un)loading trains. In Factorio it's pretty "easy" to design a max efficient way to load trains without any bottlenecks or slow downs, but in satisfactory due to the lack of good (simple and not taking a square mile of space) throughput unlimited load balancers, it is often the stain on a otherwise perfectly balanced factory (e.g.: my aluminium factory, which processes alle the bauxite from the map). So... if you're ever bored, that would be an interesting topic.
I can't handle having belts directly above mergers/etc. - the fact that the bottom of the belt clips through the top of the merger and the top of the merger can be seen clipping through the belt stresses me out. I wish that Coffee Stain would re-design the machines to fit belts on top (or even just to make the machines themselves more stackable).
my method is to stack multiple splitters and then delete the intermediate ones. the belts then don't clip through the machines. It's more vertical height but it looks ok. I do prefer loading from below now with the latest updates though.
@@platinummyrr Yeah this is similar or the same as how I approach it.
Awesome. Thank you for doing this!!
I got a blueprint for the manufactorer where the logisticfloor is kidna sideways. this way i can easily chain them to scale up things.
This is art, thank you so much for the inspiration !
i use a giant bus system and everything comes from the bus above, and goes back to the bus. do you have any videos on how you make videos? i would love to make a video of my build. i think my bus system is the best way to feed a large factory ( i am a structural designer for a nation wide engineering firm in the US in rl). what programs, and other tools do you use?
This is excellent!! Thanks for this
Man that pure iron into steel ingots is clean!
What i started doing is using smart splitters to create what i call a forced inverse saturation manifold. Basically what I do is the opposite of the standard manifold that saturates the first machine with 50% of incoming material with each successive machine only getting half of what the one before it does. Instead, i use smart splitters to treat the machines as overflow outlets. This causes the machine at the far end to take everything that comes to it until its saturated. At this point the next machine before it starts getting saturated with only a small portion being able to make it all the way to the end as space opens there. I found that this set up causes manifold saturation to occur very quickly.
It should be exactly the same. Your method seems very slightly faster in that the instant one machine backs up it will start filling the previous one -- you don't have to wait for the travel time of the main belt between machines. But this is countered exactly by having to wait for that same travel time before the first machine (at the end) starts filling. So in the end you're just using more expensive splitters than you actually need to, and just moving when the delays happen without affecting the total time.
@@Mirality I mainly did that setup as an experiment but in a way you’re right. The key to get a manifold to warm up at the rate that it should is to have the belts feeding a machine to be just as fast as they need to be an no faster while the main belt is the fastest one you got. Even if smart splitters are used if the main belt is getting 4x as much as what a 60 ppm belt will take it’s only going to put 1 on that mk 1 belt per second while the other 3 go elsewhere. Be it another machine or continuing down the main branch.
Well, that's helpful to spread out the initial items a bit more, but it doesn't really matter in the end unless your entry belt is way longer than it normally is for a manifold. It's easier to just use the same belts everywhere, if you can afford it.
Because Mk3 belts are relatively cheap, I tend to just use them for everything unless I specifically need something faster (e.g. transporting wire), or want to unevenly split a belt for some reason.
@@Mirality easier yes, though not quite as efficient in scenarios where you got say an array of machines that can process 270 ppm, a belt that can feed at 270 ppm and product being produced upstream at 270 ppm but then in those cases you’ll likely use a load balancer anyway. Or a manifold that uses slower belts fed by a faster one to even things out.
After all, no one ever said that you’re machines need to be saturated to run at 100%. It’s enough that each machine gets material as fast as it spits product out. Taking into account, of course, when something needs say three of something to make one if something else. Like the 3:1 ratio for refining caterium.
@@thesageofgames1871 "The key to get a manifold to warm up... is to have the belts feeding a machine to be just as fast as they need" this is actually incorrect. While the ideal situation is one where each (machine) input belt carries just as much as needed, the second best is one where the machines are filled ONE AT A TIME (so fastest belts aviable, with smart splitters sending overflow down/up the line only after the machine is full). If you think about it in another way: to reach max efficiency a manifold needs to put X stacks of items in X machines; each machine taking items can consume some, increasing the "fill time"; so the least machines are on during the "fill time", the least items needed to fill the X machines with full stacks of items.
In my (now infamous) "Compact Compacted Coal Generator" power plant, I was forced by the (questionable) constraint to fit the Assemblers in the vertical space between the Coal Generator and the bottom of the narrow part of the smoke stack. Since repeatability (somewhat) and compact layout are constraints, there is not much space between double rows of generators, so the only way the Assemblers fit is lengthwise, end to end. Inputs on vertical stack on one side, outputs on the other side. What's not repeatable is getting all that Compacted Coal from 33 Assemblers @ 99% into 56 Coal Generators at 250%. Still trying to think of a better way to clean that up. Maybe separate Assembler Output manifold from Coal Generator input manifold. I needed power badly, so haphazardly interleaved output manifold with individual splitters to each CG input. Not repeatable. Needs parmesan and bolonase.
Load balancing is such a chore sometimes, but a requirement if you play modded with a stack size changer like I do.
How do you use load balance with more then 3 users? Like for example for coal power. A pure node of coal can be used for 8 coal generators.
this video is 2 years old, does the small frame conveyor cage not work anymore? im trying it in 1.0 and it's not working
Question, is a pumps head lift is divided between all pipes is pumps into?
Like if I put a four way pipe would each pipe get 10m of headlift?
Any tips on getting blenders to empty their fluids properly? Been having some trouble with my diluted fuel setup
Have the output gravity feed downwards to where it needs to go, only suggestion I'm afraid
From below!!! I have to make a habit of bringing manifold outputs up through the floor, because good god those factories look so clean!
Beautiful
nice tips. i havent tried it yet but i was thinking if you had fast enough belts, couldnt you input multiple items from one belt using smart splitters? im fairly new but i just got mk3 belts and im thinking of doing that for parts of my steel factory when i redo it.
you could.... but if the loads aren't 100% balanced perfectly or you're not using overflows properly, you run the risk of things seizing up
thanks i will play with some of these see how they look
Which suggestion are you most intrigued about?
@@TotalXclipse I think I wanna combine a above head manifold with the frames and beams around the belts see how that looks, maybe some LEDs to give it some colour..
"Machines and how to load them", pitch it out to Warner maybe they'll produce you a movie about Ficsit's boss
Love it!
so, I'm gonna suggest a vid I don't need but I think you would get some useful views from. I would like to see a vid on setting up smart splitters (before programmable, but maybe another vid) to allow flow control. But expanded on, so not just feeding extra items to a sink, but also maybe something creative or fancy.
I have a layout that makes Steel Bars and sinks Black Powder. Once a container is full, I work on Steel Pipes. Lastly, I stop sinking Black Powder and make Nobelisks. I use 1 item/slot (screw, plate, etc) to limit containers emptiness. If all are full, I sink the extra Nobelisks. (early game) (I do plan to not sinking Black Powder and use all Coal for Bars/Pipes first, when I upgrade it to a vertical building)
I'm actually working on a video on smart splitters currently as one of the projects, great suggestion though!
Thank you for all the great ideas yet again. One question. Does all the glass not reduce FPS or cause any occlusion issues? I know with other games the more glass the more lag/slower performance.
I believe a lot of glass does cause FPS drops, however my pc can handle it relatively well so I presume they've spent a bit of time optimizing glass
Glass reflections in this game represented by one same texture, only performance drop will be from overlay texture calculation (blending with alpha channel)
Does this mean floor holes for fluids are working now? Last time i tried them I was getting no flow though them.
They work, but can still have issues from time to time. From what I've seen, typically rebuilding will fix the issues.
Would one need holes when punch-through achieves close to the same look and results?
could you do this for more plants
Can’t you just use a lower Mk belt to load the assemblers while using the MK 5 to be brought to all the other assemblers?
Of course you can ☺️
Oh... Now you just made them look sexy...
I LOVE IT!!!
The one caveat I'd give to a manifold is when loading up coal power plants. If you're pushing both your coal and your water to it's limit (e.g. 8 plants, 120 coal and 3 extractors), it helps to be a bit more particular, making sure water is backed up into the plants, before bringing in the coal. But while you do that, also be storing up some stacks of coal to load by hand into the plants, after connecting the belts. The extra care just ensures nothing momentarily has issues due to transport latencies... either that or I'm an idiot and can't figure out coal plants after having played for 3 years 🤣🤣🤣
The only thing that has worked for me, is usually I can load 1 and let the system run itself, i.e. don't connect it to the rest, and wait for the others to load up their own coal and get ahead. But loading them all by hand at first is definitely the easier way to go. :D
are there actual objectives in satisfactory??
Well, there's not an end game yet, that'll be released with 1.0
@@TotalXclipse ok thanks
They don't have finished the plot yet, nor they're planning to do it in nearest future. So, much of an a sandbox
My dude I love your videos but your audio has way too much bass could you tame the low end a bit?
I'd love to, but I have pretty terrible headphone speakers atm so I can't hear any variation, so atm it's all untouched audio
I noticed this too! I am listening on my speakers and I have to turn down my subwoofer volume because so much plays through it. I am glad it isn't just me.
Cool
What's the point of the frames and beams and shit? Just for aesthetics?
You builds look amazing and some people would most definitely use them and/or advice you are giving in these videos. However I personally think anyone that does that really makes the game less fun for themselves. In my opinion watching your lines build up, troubleshooting, tweaking, adding this new smart splitter you just researched to increase the productivity of certain machine is what makes this game great. Hiding your spaghetti lines under out of sight on your first playthrough - definitely not. Once you are more experienced or planning to do show factory - yeah, I don't see why not. I urge you all please don't follow any of these "perfect starter factory guides" to full extent. Watch it, learn a trick or two but try different things by yourself in this great game. Step by step. Learn on your own mistakes.
great video but for my personal opinion the music was a bit anoying, perhaps to loud or distracting, but i seem to be the only one complaining so it might just be my problem.
Unfortunately this will also kill your FPS, because 1 such conveyor will have way too many elements, especially if it's going to be a big factory or a megabase.
Depends if you're on about the one example of a constructor or the other simpler ones 😅
@@TotalXclipse All of them really.
Even if you have a powerful pc, game can still lag simply due to game's engine limitations.
Not sure how good Satisfactory's optimization is, but i have definitely seen your frames drop on your videos.
It's not an eye sore and not an issue to me, a viewer, but it's just something i noticed.
By the way, are comments getting deleted or am i shadowbanned?
I see 30k views but only ~77 comments.
@@Mark-zi6nt All of them? some of them are just hidden beneath foundations, which is what your factory should be on anyway :D
No you're not being shadow banned, most of my videos average between 50 and a couple of hundred comments.
What game is this
Satisfactory 😊
Lol
rtx games have spoiled me against upright glass walls, because screemnspace reflections just look terrible.
why do you want to hide the logistics but show the assembler.
all i want to see is resources on belts and maybe the green lights on top of of working assemblers, but not necessarily the full assembler itself.
I like seeing the machines run, hence why I like having them on show, but equally you could do exactly what you suggest and would look pretty cool!
anyone else see the plastic bottles clipping at 9 minutes and couldn't hear anything else he said?
whrere flooid guide?
Hello, can you like your map?
What do you mean by like?
Link sorry
His ideas are ok I guess, but the real answer for 99% of the player base is just massive spaghetti everywhere to the point even you no longer know what's going where
Man, I am so used to 60 FPS videos, that this is downright painful to watch.
As the save get's bigger it's only gonna get more painful I'm afraid
I like that you completely skipped packagers, such a F'd up design.
this looks complicated as hell. why cant things just be more simpler. Im a new player and I'm already thinking about bailing out because I am overwhelmed by the amount of Costco looking build guides everyone has on youtube :/
This is a more advanced video on artistic ways to load, you by no means have to do it like this, not sure what you mean by Costco looking guides though?
Picked the wrong game if you didn't want to tinker with belts and logistics
@@orochifire +